HardYards/web/world/js
m3ultra 0cabb19dc7 Anchor rework + house/tree GLBs: give the yard a real choice (decisions 2 & 6)
Posts pulled in to (-4.5,5.5)/(4.0,6.0) with p3 at (0,7), and dress() now swaps
Lane E's house_yardside and both gum trees over the graybox, adopting their baked
anchors rather than my constants (decision 6). E's fascia sits at x=-3..3, not my
guessed -5..5 — narrowing the house span by 4 m is a real part of why small quads
exist at all.

Every anchor now carries E's rating_hint: fascia 0.35 with collateral "gutter"
(they encoded DESIGN.md's "the fascia board is a lie" straight into the asset),
tree branches descending 1.0/0.88/0.76 from fork to thin limb. branch_anchor_01
keeps the t1/t2 ids so nothing referencing them breaks; the rest are added.

The yard went from 7 anchors offering nothing under 110 m² to 11 offering 34
quads in the 18-45 m² band, 8 of which shade a quarter of the bed or more.
Measured through the same storm_02: the big house-to-post span loses its
carabiner at t=3.7 s and cascades to 2/4, while a 37.7 m² tree-to-post rig at
0.85 tension survives all 90 s intact and shades 58% of the bed. That is
DESIGN.md's thesis finally standing up in the yard rather than in a doc.

Lane B's "cascade at t=0.4 s from pre-tension alone" is gone: calm peaks are now
634 N (big) and 200 N (small) against a 1200 N carabiner, and no rig breaks
before the storm starts.

Two asserts pin it, because both halves are easy to lose by accident: at least 3
riggable quads in 18-45 m² must shade the bed, AND full bed coverage must stay
above 45 m² — if a small quad ever covers the whole bed, the rigging puzzle has
no wrong answers left. Selftest 172/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:30:17 +10:00
..
tests Anchor rework + house/tree GLBs: give the yard a real choice (decisions 2 & 6) 2026-07-17 01:30:17 +10:00
camera.js Add graybox yard, third-person camera and game shell 2026-07-16 21:33:42 +10:00
contracts.js Merge remote-tracking branch 'origin/lane/b' 2026-07-17 01:01:48 +10:00
debris.js Fix debris ground friction, cloud seam and yard coords 2026-07-16 21:50:41 +10:00
interact.js Lane D: solids collision, the M3 verbs, shelter and stumble 2026-07-17 00:08:46 +10:00
main.js Place the shed and spare table; expose world.shedTable (unblocks Lane D) 2026-07-17 01:20:35 +10:00
player.js Lane D: solids collision, the M3 verbs, shelter and stumble 2026-07-17 00:08:46 +10:00
player.sim.js Lane D: solids collision, the M3 verbs, shelter and stumble 2026-07-17 00:08:46 +10:00
rigging.js Add prep-phase picking UI over RiggingSession (unblocks A step 8) 2026-07-17 00:14:34 +10:00
rigging.selftest.js Align sail lane to contracts.js; free blown corners so they flog 2026-07-16 21:55:37 +10:00
sail.js Re-run the §7 gate against real storm wind; stop allocating per face 2026-07-17 00:25:25 +10:00
sail.selftest.js Merge Sprint 2 lanes; wire debris into sail step; settle downdraft dispute as documented skip 2026-07-17 01:09:51 +10:00
skyfx.js Rain stops at the cloth (SPRINT2 Lane C.3) 2026-07-17 00:10:29 +10:00
testkit.js Add selftest harness with one suite per lane 2026-07-16 21:33:42 +10:00
weather.core.js Add vertical gusts, freeze debris.pieces, fix fog restore 2026-07-16 23:58:31 +10:00
weather.js Add debris, skyfx and the Lane C bench; align to landed contracts 2026-07-16 21:38:21 +10:00
world.js Anchor rework + house/tree GLBs: give the yard a real choice (decisions 2 & 6) 2026-07-17 01:30:17 +10:00